T7, me: draw Attune with Aether. I cast Savage Stomp targeting Carnage Tyrant, and the Wily Goblin with a Cartouche of Zeal. I think about using huatli to shoot down the blocker, but forcing through one more damage to me seems less important than healing out of range for you to ever stabalize. I swing with the team. You take the damage and wait to see if I heal, if I do that you will scoop. Post-combat I tick up huatli to gain 8 life, you scoop.

Your opening hand seemed pretty strong, and you got super close (down to 3!); that Lightning Strike was just a bit late... The Wily Goblin's really didn't help though, a 1/1 without haste just wasn't worth it for the 1 gold you get. Vicious Conquistador was super good, basically a 2 power creature for 1 (not quite, but acted that way here). As expected, punisher cards like Sword-Point Diplomacy are very high variance. From my side of the table it looks like I just played a card that says "pay 0, tap 3 of your opponents lands, look at the top 3 cards of your opponents library. You can pay 3 life to get rid of any ones you care about". That to me is a pretty decent card, and it's taking up a slot in your deck instead of mine. Of course, once in a blue moon it will be nuts. Especially if your opponent is new and doesn't view their life total as a resource.

On my side of the table, of course Huatli, Warrior Poet was the MVP. Savage Stomp is also very strong, buffing my guys. Healing for 5, 6 or 7 a turn was outstanding against aggro. I also got the option of having a super high loalty planeswalker at that point who just shoot down threats or remove blockers with -X, or make dino's for 0. Every option on her helps me stabalize, which is exactly what my deck wants to do - get an unbeatable boardstate.

My hand: Aether Hub, Commune with Dinosaurs, Kinjalli's Sunwing, Samut, the Tested, Ripjaw Raptor. I can aether hub and commune for a land, then the hand is great. But if I fail to find a land then I'm stuck with one colorless mana. Let's see: 54 cards in library, 21 of which are lands. I'm on the draw so I get the top 6 cards and a scry to find a land? That's a %35-40ish chance any individual card will be a land? That feels good enouh, I'll try it and either regret it later or feel like a statistician god despite me being really bad at this.

T4, you: draw Unclaimed Territory. Play it naming pirate. You want that ripjaw gone. Luckily having gold isn't so important with 4 mana out, so it's safe to swing with the team and pump whoever you have to. You swing with the team. I block Captain Lannery Storm. You cast Invigorated Rampage on her trading with the raptor, and trampling for 1. I draw Mountain on the enrage trigger. You hit me (including trample) for 3 and an additional 1.

T6, you: draw Cartouche of Zeal. Hm, well haste doesn't matter so long as Kinjalli's Sunwing lives. But you can force bad blocks by pumping Wanted Scoundrels and making it so Regisaur Alpha can't block. You get to force me to decide if I want to lose my token, or double block and lose the sunwing. If I double block, it does get me treasure though, not sure if you care now that I have 6 lands out. If you swing with both, double blocking would put me at 1 which makes vicious conquistador another lethal top deck. I think that's the plan now, make every top-deck lethal. You cast Cartouche of Zeal on Wanted Scoundrels making it so Regisaur Alpha can't block. I double block the scoundrel's dropping to 1. Kinjalli's Sunwing and Wanted Scoundrels both die.

T7, me: draw Regisaur Alpha. Cast Carnage Tyrant, Tick up Samut, the Tested and give Carnage Tyrant double strike. I attack with Regisaur Alpha, 3/3 dino token with trample, Ripjaw Raptor, and Carnage Tyrant with double strike. There's 25 damage if unblocked, you're at 12. Blocking the tramplers would only bring damage down to 21, so we have to block more profitably than that... Easiest is to block regisaur with wily - and then scoundrels blocks ripjaw... That prevents the most damage and is 17 damage unblocked. Yup, that's game. GG.

That game was even closer than the last. This time I was on the draw, didn't have lifegain, and still stabilized. I'm wondering if Bomat Courier could replace Wily Goblin (also reduces the need for double red), but it might not fit in your sweet budget list. Other than that, maybe you're just over-loaded on creature pump cards that require a creature in play to matter? I actually do like Sword-Point Diplomacy in your deck, even though I don't think it's a good card. I think in a budget list like this going high variance fun and conditionally powerful cards is the way to go. Things like the old Vexing Devil and Browbeat make for fun high flavor games even if they aren't good cards 70% of the time.

I was surprised to see you consistently remove Kinjalli's Sunwing, but it makes sense. It's so good against aggro, but it is a bit fragile. Might consider Authority of the Consuls in the sideboard instead of an extra sunwing, as it's a bit better against aggro and is harder to remove (especially because Duress and Kitesail Freebooter are so weak against dinos, they might be sided out / not come in.). Unsurprisingly Regisaur Alpha is super sweet. Getting two blockers when I need it and making my attackers have haste is crazy. It very well might have been the key to winning last game, as I wouldn't have been able to beef up my tyrant and win the turn I played him, and I would have played defensively if I hadn't first calculated lethal with you having no cards in hand.

Cool deck, going to upvote. Looking forward to see what you do in the sideboard. All I would change is getting rid of Wily Goblin, it's not very fun or powerful once resolved - so I don't think it fits in a budget list.

T7, me: draw Attune with Aether. I cast Savage Stomp targeting Carnage Tyrant, and the Wily Goblin with a Cartouche of Zeal. I think about using huatli to shoot down the blocker, but forcing through one more damage to me seems less important than healing out of range for you to ever stabalize. I swing with the team. You take the damage and wait to see if I heal, if I do that you will scoop. Post-combat I tick up huatli to gain 8 life, you scoop.

Your opening hand seemed pretty strong, and you got super close (down to 3!); that Lightning Strike was just a bit late... The Wily Goblin's really didn't help though, a 1/1 without haste just wasn't worth it for the 1 gold you get. Vicious Conquistador was super good, basically a 2 power creature for 1 (not quite, but acted that way here). As expected, punisher cards like Sword-Point Diplomacy are very high variance. From my side of the table it looks like I just played a card that says "pay 0, tap 3 of your opponents lands, look at the top 3 cards of your opponents library. You can pay 3 life to get rid of any ones you care about". That to me is a pretty decent card, and it's taking up a slot in your deck instead of mine. Of course, once in a blue moon it will be nuts. Especially if your opponent is new and doesn't view their life total as a resource.

On my side of the table, of course Huatli, Warrior Poet was the MVP. Savage Stomp is also very strong, buffing my guys. Healing for 5, 6 or 7 a turn was outstanding against aggro. I also got the option of having a super high loalty planeswalker at that point who just shoot down threats or remove blockers with -X, or make dino's for 0. Every option on her helps me stabalize, which is exactly what my deck wants to do - get an unbeatable boardstate.

My hand: Aether Hub, Commune with Dinosaurs, Kinjalli's Sunwing, Samut, the Tested, Ripjaw Raptor. I can aether hub and commune for a land, then the hand is great. But if I fail to find a land then I'm stuck with one colorless mana. Let's see: 54 cards in library, 21 of which are lands. I'm on the draw so I get the top 6 cards and a scry to find a land? That's a %35-40ish chance any individual card will be a land? That feels good enouh, I'll try it and either regret it later or feel like a statistician god despite me being really bad at this.

T4, you: draw Unclaimed Territory. Play it naming pirate. You want that ripjaw gone. Luckily having gold isn't so important with 4 mana out, so it's safe to swing with the team and pump whoever you have to. You swing with the team. I block Captain Lannery Storm. You cast Invigorated Rampage on her trading with the raptor, and trampling for 1. I draw Mountain on the enrage trigger. You hit me (including trample) for 3 and an additional 1.

T6, you: draw Cartouche of Zeal. Hm, well haste doesn't matter so long as Kinjalli's Sunwing lives. But you can force bad blocks by pumping Wanted Scoundrels and making it so Regisaur Alpha can't block. You get to force me to decide if I want to lose my token, or double block and lose the sunwing. If I double block, it does get me treasure though, not sure if you care now that I have 6 lands out. If you swing with both, double blocking would put me at 1 which makes vicious conquistador another lethal top deck. I think that's the plan now, make every top-deck lethal. You cast Cartouche of Zeal on Wanted Scoundrels making it so Regisaur Alpha can't block. I double block the scoundrel's dropping to 1. Kinjalli's Sunwing and Wanted Scoundrels both die. I get

T7, me: draw Regisaur Alpha. Cast Carnage Tyrant, Tick up Samut, the Tested and give Carnage Tyrant double strike. I attack with Regisaur Alpha, 3/3 dino token with trample, Ripjaw Raptor, and Carnage Tyrant with double strike. There's 25 damage if unblocked, you're at 12. Blocking the tramplers would only bring damage down to 21, so we have to block more profitably than that... Easiest is to block regisaur with wily - and then scoundrels blocks ripjaw... That prevents the most damage and is 17 damage unblocked. Yup, that's game. GG.

That game was even closer to the last. This time I was on the draw, didn't have lifegain, and still stabilized. I'm wondering if Bomat Courier could replace Wily Goblin (also reduces the need for double red), but it might not fit in your sweet budget list. Other than that, maybe you're just over-loaded on creature pump cards that require a creature in play to matter? I actually do like Sword-Point Diplomacy in your deck, even though I don't think it's a good card. I think in a budget list like this going high variance fun and conditionally powerful cards is the way to go. Things like the old Vexing Devil and Browbeat make for fun high flavor games even if they aren't good cards 70% of the time.

I was surprised to see you consistently remove Kinjalli's Sunwing, but it makes sense. It's so good against aggro, but it is a bit fragile. Might consider Authority of the Consuls in the sideboard instead of an extra sunwing, as it's a bit better against aggro and is harder to remove (especially because Duress and Kitesail Freebooter are so weak against dinos, they might be sided out / not come in.). Unsurprisingly Regisaur Alpha is super sweet. Getting two blockers when I need it and making my attackers have haste is crazy. It very well might have been the key to winning last game, as I wouldn't have been able to beef up my tyrant and win the turn I played him, and I would have played defensively if I hadn't first calculated lethal with you having no cards in hand.

Cool deck, going to upvote. Looking forward to see what you do in the sideboard. All I would change is getting rid of Wily Goblin, it's not very fun or powerful once resolved - so I don't think it fits in a budget list.

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